Healing and 10-minute recovery

First Post

I'm just curious since a paladin gets back all their LoH, a monk all their WoB, and certainly a druid/cleric gets back all their Cure X Wounds slots on a 10-minute rest....

#1 Is the assumption in Trailblazer that the PCs are at full HP at all times.

#1a if Yes.. then is the other assumption that there is (essentailly) nothing that the PCs will run out of (except for perhaps their big AoE spells) that will keep them from stop adventuring? (even 4e has Healing Surges which run out eventually). In theory in TB if you allowed folks to level-up say between sessions... you could go from 1-20 in a single "game day."

#2 Why would anyone ever use an AP to gain back an additional 50% hp.. What's even the point of gaining back the first 50% hp?

First Post

Or another way of saying what Wulf just said:
All the rest mechanics are a way for the GM to ensure that the PCs are healed up enough for the coming encounter - be that enough for a TPK, or enough to scrape through, or even enough to steamroll the NPCs. It's a pacing tool; a way to control the pace of combats and attrition of player resources. Use it as best fits your games.

Because you aren't sure if you are going to have the opportunity to rest again or rest longer than 10 minutes. Again, the onus is on the DM to be putting pressure on the PCs so that even the decision to rest is significant if the DM wants it to be.

First Post

It makes TB equally appropriate to both styles. The DM dictates the rate of rest, how often that it's possible, how often a rest gets interrupted, and how many encounters are between rests. This is true in both rails and no-rails games - either way the PCs are choosing to try and rest and the DM decides if they get interrupted.

First Post

Given such a change do you feel that certain magic items should be re-costed or at least discounted?

Certainly wands and staves become less valuable, but also I would imagine that something like a Potion of Cure Light Wounds or Bull's Strength becomes "less valuable" in the sense that you no longer need to view those items as extended your spellcasting capacity for the day.

And of course there are certain items, such as Runestaffs (the ones that essentially add virtual spells to the Sorcerer's spells known), which become completely useless.

First Post

Nope. Potions are still incredibly useful for those times when the DM won't allow a rest. Wants, staves, and scrolls still fill their primary function of giving uses of spells that are either not available or that you need to throw a lot of them out.

Keep in mind that TB is focused on the Core Rules, not the extensive late-3.5 supplements. That period was heavily into patches that bypass the limitations in the core rules.